Uploaded February 2020 | Updated September 2026, 2 weeks ago
Tribute level built for Katz4 as he redeemed it via my twitch channel points. Don't watch this video or read what is written below the level code if you want to avoid spoilers.
supermariomakerbookmark.nintendo.net/courses/18E5-0000-040A-D45D
The red coins are not necessary to beat the level. It simply allows you to bypass the "boss fight" in the last room aka WR strats. For some reason I missed a block at the bottom left corner at cp1 so if that triggers you, I'm not that sorry. Typical Canadian level design.
Anyone familiar with Katz knows he is an excellent level maker so trying to emulate that level design skill is impossible for me. Instead, I took inspiration from his Pokemon Gym battle series, and created something far more jank, and not as fun.
Known jank:
Section 1
-If you kick the opening shell too late, the sideways spring that falls will bounce the shell to the left instead, and you fall to your death.
-If you clear the piranha bomb section too quickly, you can spring jump and run into the muncher before the pow is activated.
-At the same muncher, if you reach the blue platform just as it's floating upwards, you will run right through it instead of on it, so you'll just fall to your death.
Section 2
-It never happened during upload attempts, but throwing the galoomba to the right sometimes bounces back to you instead of killing the spinies. You lose time and miss your ride.
-It is possible to do the platform exchanges too fast and your ride won't be where it needs to be. Sorry speedrunners. You need to play crappier to match my skill level Kappa. There is some leniency in case you are slightly too late or too early.
Section 3
-The timing of the drybones spit. The arrow is the general area you want to do it but even then, it can sometimes miss the mark for various reasons. Two of the bones need to hit the ignited bombs that are slightly offscreen so if you don't scroll the screen far enough, you can still miss even if your spit was perfect. In the clear vid, I did the more precise jump of staying on the very right edge of the platform, but you can totally do it with a running jump (the screen will scroll in time for the bones to hit).
The final boss room was designed to look dangerous but the only thing that can hurt you if you stay at the door is Braden lunging, and he's easy to telegraph. You can try to be a hero and bounce up to the key above or just wait for the p switch to activate and you'll automatically get one just before the munchers and the spiny spike hits you.
I think despite the various jank, this was a pretty decent attempt of a BKR style level, especially coming from my typical Canadian level design. Hopefully Katz doesn't get too mad at this. carlMoney
Tribute level built for Katz4 as he redeemed it via my twitch channel points. Don't watch this video or read what is written below the level code if you want to avoid spoilers.
supermariomakerbookmark.nintendo.net/courses/18E5-0000-040A-D45D
The red coins are not necessary to beat the level. It simply allows you to bypass the "boss fight" in the last room aka WR strats. For some reason I missed a block at the bottom left corner at cp1 so if that triggers you, I'm not that sorry. Typical Canadian level design.
Anyone familiar with Katz knows he is an excellent level maker so trying to emulate that level design skill is impossible for me. Instead, I took inspiration from his Pokemon Gym battle series, and created something far more jank, and not as fun.
Known jank:
Section 1
-If you kick the opening shell too late, the sideways spring that falls will bounce the shell to the left instead, and you fall to your death.
-If you clear the piranha bomb section too quickly, you can spring jump and run into the muncher before the pow is activated.
-At the same muncher, if you reach the blue platform just as it's floating upwards, you will run right through it instead of on it, so you'll just fall to your death.
Section 2
-It never happened during upload attempts, but throwing the galoomba to the right sometimes bounces back to you instead of killing the spinies. You lose time and miss your ride.
-It is possible to do the platform exchanges too fast and your ride won't be where it needs to be. Sorry speedrunners. You need to play crappier to match my skill level Kappa. There is some leniency in case you are slightly too late or too early.
Section 3
-The timing of the drybones spit. The arrow is the general area you want to do it but even then, it can sometimes miss the mark for various reasons. Two of the bones need to hit the ignited bombs that are slightly offscreen so if you don't scroll the screen far enough, you can still miss even if your spit was perfect. In the clear vid, I did the more precise jump of staying on the very right edge of the platform, but you can totally do it with a running jump (the screen will scroll in time for the bones to hit).
The final boss room was designed to look dangerous but the only thing that can hurt you if you stay at the door is Braden lunging, and he's easy to telegraph. You can try to be a hero and bounce up to the key above or just wait for the p switch to activate and you'll automatically get one just before the munchers and the spiny spike hits you.
I think despite the various jank, this was a pretty decent attempt of a BKR style level, especially coming from my typical Canadian level design. Hopefully Katz doesn't get too mad at this. carlMoney
![[SMM1] Uncleared Levels Compilation 8 for [Team 0%]
Were under 400 levels remaining as of this post, although the levels featured today were cleared back in November and December of 2023. We have such amazing players helping the cause, its amazing seeing LilKirbs and Aurateur getting in the mix too. Sadly, my skill issue prevents clearing levels they can, but I can contribute to the cause with a Conan shell survival collection, plus a random because its similar. Mixed some hacked Geistbeck clears as well. It may be boring, it may be tedious, but its my type of level.
10 Sec Tech: Shell Struggling by ★JIMMIE★
77CE-0000-02ED-CD82
Annoying bouncing off the falling spring and missing the gap to the door.
紳士大干一分鐘,掘地求昇 (by ケンタッキー) by えんちゃん
070A-0000-03AB-15A8
Before I remembered Conan posted clear vids on YT, I had no idea what the intended trick was as every shell jump variation didnt work. Randomly tried a reclaim and realized the one way setup made this lineup automatic.
紳士大干不了一分鐘了,二龍戲猪 (by きちくたい ゆう) by えんちゃん 2#
9CA7-0000-0361-D1B8
Three nais going for the star, included the closest near miss. Tricky not having hands but there is some leeway to fix your timing if you do mess up a bit.
紳士大干一分鐘,二龍戲猪(by きちくたい ゆう) by えんちゃん
F092-0000-0365-E317
Longer version of the previous level. I guess Conan moved the star to an easier location because of how easy it is to miss? Sadly, I didnt get the clear on the attempt I screwed up the timing so bad and was able to recover twice.
紳士大干不了一分鐘了1upx∞(by ykzl) by えんちゃん 2#
6D26-0000-0343-DD1B
Shoutout to gravityrad for teaching me this trick. If you can line it up right, its automatic so long as you ground pound at the right time while always holding jump. I am surprised he didnt force you to take the shell with you in the door to throw at a blocked pow or something.
紳士大干不了一分鐘了,殼 by えんちゃん 2#
2FAB-0000-0356-87AE
Same thing as the first level in the compilation but no throwing to the left or you risk collecting the coin. Funny lore about this is that I was gonna go for the clear on the longer version of this level but local wiggler enthusiast BSwizzle asked me not to so he could clear it using some one frame trick cheese bouncing off the noteblock and skipping shelljumps. He stalled too long and someone else sniped him for the clear. DESERVED.
Nah, we love the Swizz here. [SMM1] Uncleared Levels Compilation 8 for [Team 0%]](https://i.ytimg.com/vi/fZxRjyDZfXE/mqdefault.jpg)


![[SMM1] dum TAS jumps [worst level ever] by Pete
Clearing a hacked clear by friend of Team 0%, Geistbeck. A classic boot wall clip lap level, which I have done before previously but with a star so this version is much harder. Its easier to visualize whats going on if you remove a block off the wall and you try and jump into that empty space with the bottom corner of the boot on top of the block (since it can stick inside the wall), you can use it as ground to jump off. Were aiming for that spot in between the two tiles.
I would assume Pete designed the background aesthetics to be used as visual cues as thats what I did. Only the opening segment was a bit different and I used left of the start arrow and right side of the door for the jump. I also only did controlled jumps, and most of my fails were from jumping too high. There was no need to use a finger to constantly hold trigger/bumper for max height jumping after the clip, its very easy to get the jump once you have the clip.
Also, cool a music copyright claim. Havent got one of those in well over a year now.
F435-0000-03DB-76C7 [SMM1] dum TAS jumps [worst level ever] by Pete](https://i.ytimg.com/vi/fsWfBANiT9M/mqdefault.jpg)
![Genshin Impact - Divine Ingenuity Custom Domain: Spike Wind Tunnel
Domain ID: 17801288703 [Expires March 21, 2022]
Toxic Mario Maker Player creates a level in Genshin Impact. Feel free to pause video if you dont want spoilers for the easy strat (I dont actually expect anyone to play this).
Genshin Impact is my guilty pleasure which is no surprise to anyone who drops by my rare stream. I currently do not plan to stream or upload much content for this game as I find it more enjoyable just to play for fun on my own time.
Similar to a precision speedrun with a coin clear condition (as well as take no damage). Floor periodically activates spikes with wind constantly pushing you back so youll need to use your stamina wisely. The hitbox for the spike floor is much more lenient than Maker 2 spikes from what I have seen. The one annoying thing that happens is even if you are hugging a wall, the wind can occasionally push you diagonal and into the spike.
Spoiler: Safest wait zones are in the area inbetween the spike tiles against the wall.
And yes, I shamelessly liked my own creation.
Im deep into catching up with Maker 1 BKR levels so I am not accepting random Genshin domain level requests, however if one of my friends wants to challenge me I am not completely opposed to try their level. Genshin Impact - Divine Ingenuity Custom Domain: Spike Wind Tunnel](https://i.ytimg.com/vi/gJKAecuozyM/mqdefault.jpg)





![[SMM1] Uncleared Levels Compilation 12 for [Team 0%]
Seems like Trimming the Herbs got a hacked clear... well, business as usual and we keep marching on for the actual clear. Today we have four more clears from December of 2023.
0:00 Mario Skill Level - Expert #2 by Hubby
59C2-0000-0343-5279
Dev path.
1:41 Niveau normal... ou pas by ST★Lulu◆◆
E255-0000-0342-3008
Trollish level. Maybe not the most optimal path but it was pretty easy.
3:12 Centiped level 1-2 by Iiam150
F009-0000-02F0-1C68
Painful level. Annoying to not lose the shellmet early. I initially thought the beetle/Yoshi segment with the munchers was broken as the hsell wouldnt hit the pow fast enough sometimes... until I realized I didnt have to run. It looks designed to be a speedrun section but I aint about that life.
6:53 revolution of cool stuff hard by Brandon
B4D9-0000-0343-5C2C
Really cool beginning but then it got a little strange with hidden key. Then a cool dodging section except you could pretty much stay in one spot. Also, tfw you forget the route you mapped out. I was trying to take damage from falling Bowser but didnt realize a star was there. Totally forgot there was a spike at the end. I dont know if you could use spike helmet to kill the muncher on the axe as it never worked for me but WR is free if you want it. [SMM1] Uncleared Levels Compilation 12 for [Team 0%]](https://i.ytimg.com/vi/jgQqKETZSlc/mqdefault.jpg)